I like the gyro, but even with a good few hours with it, I don't think I will ever truly master the controls.
I just don't have the precision motor skills to fly such a post zombie apocalyptic contraption.
By emulating portions of Snufkin's innovative approach to coding in new features with existing assets, here is a tentative vehicle based on the gyrocopter.
For want of a better name,
The Whirligig
It is just a private thing at the moment, as without permissions to use the base code until Snufkin's say so, the intellectual property will naturally be honored. However
@bdubyah was very kind to allow me to use the MD-500 helicopter code from
Bdub's Vehicles.
I play on two servers, one very heavily modded with lots for clients to download and another with only server side mods. The MD-500 is always my vehicle of choice and getting back to the gyro in the server side mod server can be deflating and just reemphasize where I'm lacking in piloting skills. Getting the MD-500 balanced probably, but most likely definitely, took substantial time, and allowing me to use this code directly is very generous and will provide a lot of accident free flying.
What it has so far:
- Vertical take off and landing when properly levelled.
- Smooth helicopter controls.
- More gas capacity and efficiency as well as speed.
- 3 seater capacity.
- An attached nose lamp that is permanently on and illuminates close proximity.
- Vent blades to give the illusion of additional downward force and the speed that may come with it.
- Tires to give the illusion of blade shields and shock absorbers. These aren't 100% lined up but such is.
These features seem to give it more function and a useful purpose.
2 other players can join the pilot by sitting in reverse on the rear wing.
Attaching items to the gyro needed left/right, up/down, and forwards/backwards from the central point of origin.
Rotating items attached to the gyro needed forward/backwards, left/right 'twist' angle, and left/right lean angle.
I'll add the code and notes for doing this for the Whirligig so far as it will save you time if you want to try some out on your own creations which Snufkin has encouraged modders to do in the vehicles, zombies, and weapons server side mods.
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Entities/Vehicles?Car/car_tirePrefab.prefab" local_offset="-0.5,0.4,-0.7" local_rotation="0,0,0" parent_transform="Origin"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="#Entities/Vehicles?Car/car_tirePrefab.prefab" local_offset="0.5,0.4,-0.7" local_rotation="0,0,0" parent_transform="Origin"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Appliances/vent_fan_doublePrefab" local_offset="-0,0.8,-0.7" local_rotation="0,0,0" parent_transform="Origin"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Lighting/lanternPlayerPrefab" local_offset="0,0.55,2.05" local_rotation="70,0,0" parent_transform="Origin"/>
Local offset parameters attach the prefab onto the model - 0,0,0 - First expresses left to right from central origin. / Second expresses up and down from central origin. / Third expresses front to back from central origin.
Local rotation parameters direct the angle of the prefab onto the model - 0,0,0 - First expresses forwards/backwards angle. / Second expresses left/right twist angle. / Third expresses left/right lean angle.